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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Let's Discuss Mammoth!

    I don't think that knowledge would matter if the majority of their recalled experiences against hovering hulls are those that play in groups with maxed and powerful equipment. The increased impact force for Smoky appeared in the same update that converted it to projectiles, January 2021. If I recall correctly, it was some worse than what it is now. The first battle I went into after the update was a Desert battle that had multiple Smokies on both teams. One of the Smokies on the enemy team was an Assault Rounds Smoky and getting hit by that basically stopped my Viking from moving completely and kept me from going forward. Then you had your allied Smokies shooting in the enemies' general direction while I was in the way, and the best visual description of my hull would be someone holding one of your shoulders and shoving you roughly forward. It was rough. The increased impact force for Hammer, Railgun and Terminator came silently during the week sometime near the end of 2021. It suddenly appeared about 6-10 hours before the server restart that day.
  2. TheCongoSpider

    Let's Discuss Mammoth!

    It is a bug specific to the mobile version that has been here for 2 years. Mobile players receive considerably higher impact force from Smoky, and significantly higher impact force from Hammer, Railgun and Terminator. It will supposedly be fixed when the mobile version is fully converted to HTML5. In the meantime, use a hovering hull. I recommend Crusader.
  3. TheCongoSpider

    Ideas for Game Modes!

    I find it weird that they say they don't want players receiving phoenix augments too quickly, while also allowing them to progress it as the Juggernaut.
  4. TheCongoSpider

    Hammmer Augment

    Hammer has two augments that increase the range at which the pellets can reach. They are Slugger, and Heavy Slugger. The one you are most likely referring to is Heavy Slugger, which is a recently released augment that was briefly in Ultra Containers. It is unknown when it will return again. https://en.tankiwiki.com/Augments?attempt=2
  5. TheCongoSpider

    Assemble a Tank

    Try reloading the page.
  6. TheCongoSpider

    Assemble a Tank

    I give: Green Turret You give: Green Engine https://pages.tankionline.com/build-a-tank/trade/epK8m6sGTRgBtdi87myy
  7. TheCongoSpider

    Let's Discuss Firebird!

    Your profile shows 6.6k GS. That's rather low for a Legend 22. It's peculiar you have a problem with the current non-Pulsar Firebird but not Freeze. Freeze doesn't only slow you down, but temporarily disables your active Boosted Damage supply, which will lower your maximum damage against them. Strange. I hate to say it but Firebird already got massively nerfed in the last months (after being made broken). Its normal DPS at max was 1,400 (1,200 currently), its critical damage was higher, its afterburn time was longer and its reload time faster. I doubt they'll nerf it again tbh. My suggestion would be to upgrade Firebird protection in the next sale if it is really giving you as much trouble as you say.
  8. TheCongoSpider

    Let's Discuss Firebird!

    Do you also have this problem with Freeze? In terms of raw damage output, a Freeze actually does better than Firebird in 1 v 1s in its current state. Could it be that the Firebirds you're upset with are using the Pulsar augment specifically?
  9. They did not say weekly missions. They said tutorial missions. Those are missions given to newly created accounts. By now you would have already long completed those missions.
  10. Incendiary Magnum has stayed the same since release 6 months ago. Vacuum Thunder took 5 months to get nerfed. How long do you reckon they'll take to nerf Vacuum Magnum? I say 2-3 months.
  11. TheCongoSpider

    Assemble a Tank

    I give Red Engine. You give Yellow Engine. pages.tankionline.com/build-a-tank/trade/xtGhBURVDIZqiok5g3iB
  12. TheCongoSpider

    Shaft Augment RAPID-FIRE MODE Needs Nerf

    Do you think it is a weak turret or overpowered turret as of now?
  13. TheCongoSpider

    Did they secretly nerf containers?

    For a short time, yes, in both normal and ultra containers. From what I saw, everything in uncommon had basically the same drop rate. But this was from months ago. People seemed to be having some issue with them recently? From opening 1,980 normal containers around February, 506 being uncommons: 3k: 103 DA: 104 DD: 100 SB: 96 MN: 103 From opening 1,255 normal containers around April, 315 being uncommons: 3k: 80 BA: 60 BD: 62 SB: 62 MN: 51 From opening 600 Ultra Containers around June, 413 being uncommons: 3k - 71 BA - 92 BD - 74 SB - 94 MN - 82 Some things to note this one, Mines were leading the pack at the start but started faltering to the others later on. 3k and BD were consistently the two lowest with the 3k count picking up pace at the end. Individually, the normal containers aren't good. You'll feel better opening larger amounts at a time as they were intended (worse rewards but you get more containers than before). Due to a quirk with normal containers, your overall uncommon drop rate used to be around 34% but now it's around 25%, so I guess you should expect around 5% of your normal container rewards to be Boosted Armour specifically. The other thing is Ultra Containers. They are the ones that "replenish" your supply count the best besides weekly containers because 2/3s of the UCs you open are uncommons. Sometimes you'll get multiple of a specific supply or a steady flow of all of them, depending on how few you open. Brutus should be a net positive over time. You don't gain a massive amount of supplies in this game instantly without spending a lot on Ultra Containers. You gain them over a lengthy period of time.
  14. TheCongoSpider

    Ideas for Augments!

    You just turned Thunder into a much better Smoky. Uranium Shells for Scorpion, which acts as Rubberised Rounds, Sorted Ammunition and Explosive Rounds all in one.
  15. TheCongoSpider

    Assemble a Tank

    Accepted.
  16. I have not been able to play a proper battle the entire day.
  17. Is it possible for you to record a full-length battle where this happens. The logical explanation would be Juggernauts using plenty of Nuclear Energy supplies, which they have had 2 years to amass a good number of.
  18. TheCongoSpider

    Assemble a Tank

    The event rules do state this.
  19. TheCongoSpider

    Tanker’s Day 2023

    All of those missions for the 30-UC Supermission are available for the entire 17-day duration. Read the announcement carefully. It does not. Set 2 and Set 3 are the ones going towards the 30 UCs.
  20. TheCongoSpider

    Did they secretly nerf containers?

    The short answer is yes. As to exactly what changes were made to them, read this thread. Kimura mentioned one of the changes. https://en.tankiforum.com/topic/396490-containers-are-bad/ With a small number of Ultra Containers as 100, you simply got unlucky with your Legendaries. You should expect around 2 Legendaries per 100 UCs you open.
  21. TheCongoSpider

    Shaft Augment RAPID-FIRE MODE Needs Nerf

    Usually because they're using it with Crisis, which gives a big boost in efficiency to anything with long range. You can do something similar with a quickscope with the sniping Shafts. RFM isn't special in that regard. You're gonna need to provide a video of multiple instances of this. I played it earlier today and nothing was out of the ordinary. I'm gonna need to ask how long you've been closely watching RFM Shafts. Shaft's critical chance parameters were last changed 2 months ago so if you've been closely watching them long before that, then that would better explain why they deal critical damage to you often. Shaft's current critical hit scheme is 18, 0, 18. It's not unlikely for it to get a critical hit on the first burst after spawning. Getting two critical hits from one burst of 3 is rare but can and does happen. For all I know, it could be negativity bias on your part. Having Armadillo would be ideal against it, as it is for almost every turret if you're walking around without Booster Armour enabled. Lots of turrets deal more than x1 critical damage that can take off a lot of your HP if you're unprotected against it. To me, it sounds like you're going up against a lot of Crisis RFMs and/or you're already injured beforehand. One of the interaction changes with Crisis is killing medium hulls with DA with a burst that consists of two normals and a critical hit if something on the target is unmaxed. In your case, your Shaft protection is unmaxed and allowing Crisis RFM Shafts to cross 3,000 damage in total to kill you.
  22. TheCongoSpider

    Bugs and Glitches Reports

    When playing in Yorkshire DM a little after the server restart, this happened.
  23. TheCongoSpider

    Bugs and Glitches Reports

    The bug is purely visual. Mobile is being transitioned to HTML5 so these bugs you find in the current app like this one won't be there.
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